Systems and methods for portable exergaming

ABSTRACT

In a first aspect, a system for playing a video game is provided that includes (1) one or more sensors adapted to monitor one or more biometric parameters of a user and communicate the one or more monitored biometric parameters (MBPs); (2) a computing device adapted to communicate with the one or more sensors and to receive the one or more communicated MBPs; and (3) a video game having an avatar adapted to move an object on an incline, the video game adapted to execute on the computing device. The video game is adapted to control the avatar to perform an action in the video game based in part on the received one or more communicated MBPs. Numerous other aspects are provided.

CROSS REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of and claims priority to U.S.patent application Ser. No. 12/839,098, filed Jul. 19, 2010 and entitled“SYSTEMS AND METHODS FOR PORTABLE EXERGAMING”, U.S. Pat. No. 8,454,437,which claims priority to U.S. Provisional Patent Application Ser. No.61/226,624, filed Jul. 17, 2009 and entitled “SYSTEMS AND METHODS FORPORTABLE EXERGAMING”, each of which is hereby incorporated by referenceherein in its entirety for all purposes.

The present application is related to the following co-pending U.S.Patent Applications, which are hereby incorporated herein by referencein their entirety for all purposes:

U.S. patent application Ser. No. 12/426,193, filed Apr. 17, 2009 andentitled “SYSTEMS AND METHODS FOR PROVIDING AUTHENTICATED BIOFEEDBACKINFORMATION TO A MOBILE DEVICE AND FOR USING SUCH INFORMATION”; and

U.S. patent application Ser. No. 12/538,862, filed Aug. 10, 2009 andentitled “SYSTEMS AND METHODS FOR PROVIDING BIOFEEDBACK INFORMATION TO ACELLULAR TELEPHONE AND FOR USING SUCH INFORMATION”.

FIELD OF THE INVENTION

The present invention relates to the use of biofeedback devices, andmore particularly to systems and methods for portable exergaming.

BACKGROUND

Biofeedback devices such as portable heart rate monitoring (HRM) devicesare commonly used in fitness related activities for weight loss, goalheart rate (HR) training, and general HR monitoring. Such devices maysometimes be employed by healthcare professionals for chronic and/oracute heart condition monitoring and/or diagnosis.

Portable HRMs and other monitoring devices typically are expensive, andin some cases are cost prohibitive for many consumers. A need exists forinexpensive and/or simplified monitoring systems.

SUMMARY OF THE INVENTION

In a some aspects of the invention, a system for playing a video game isprovided that includes (1) one or more sensors adapted to monitor one ormore biometric parameters of a user and communicate the one or moremonitored biometric parameters (MBPs); (2) a computing device adapted tocommunicate with the one or more sensors and to receive the one or morecommunicated MBPs; and (3) a video game having an avatar adapted to movean object on an incline, the video game adapted to execute on thecomputing device. The video game is adapted to control the avatar toperform an action in the video game based in part on the received one ormore communicated MBPs.

In some aspects of the invention, a video game is provided that isoperable on a computing device that communicates with one or moresensors that monitor one or more biometric parameters of an exerciser.The video game includes an avatar adapted to move an object on anincline, the video game adapted to control the avatar to perform anaction relating to moving the object on the incline based in part on oneor more biometric parameters communicated from the one or more sensorsto the computing device.

In some aspects of the invention, a method is provided that includes (1)providing a video game on a computing device, the video game having anavatar that moves an object on an incline; (2) employing the computingdevice to receive one or more biometric parameters of an exerciser; and(3) selecting an action relating to moving the object on the inclinebased in part on one or more biometric parameters received by thecomputing device. Numerous other aspects are provided.

Other objects, features and aspects of the present invention will becomemore fully apparent from the following detailed description of thepreferred embodiments, the appended claims and the accompanyingdrawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram of an exemplary system for sensing,collecting and/or monitoring biometric information from a user accordingto some embodiments of the present invention.

FIG. 2 is a schematic diagram of an alternative exemplary system forsensing, collecting and/or monitoring biometric information from a useraccording to some embodiments of the present invention.

FIG. 3 is a flowchart illustrating an example method according to someembodiments of the present invention.

FIGS. 4A-B illustrate a game that may implement some embodiments of thepresent invention.

DETAILED DESCRIPTION

In one or more embodiments of the invention, wearable monitors and/orsensors are provided which may communicate wirelessly with a mobiledevice such as a cellular telephone, personal digital assistant (PDA) orother portable computing device. The monitor may be mounted on a usersuch that the monitor measures biometric information of the user. Thisinformation may be communicated to a portable computing device. Based onthis information, the portable computing device may control anddynamically change a computer game to encourage exercise. The user mayalso directly control the game by controlling their biometrics.

In one example, a wrist, ankle, neck, thigh, back, head, hair, ear, eye,mouth, nose, finger, toe, or any other suitable body part/area band,strap, belt, bracelet, cover, shirt, pant, sock, glove, clip, or anyother practicable securing mechanism may include one or more monitors orsensors adapted to sense biometric information from a user and totransmit this information to a cellular telephone, personal digitalassistant or other portable device. Based on this information, thecomputing device may control aspects of a computer game. For instance,the user may control the actions of an avatar based on their biometricdata.

If the user's biometric information is not within a predetermined range,the mobile computing device may modify the game play to encourage theuser to keep their biometric data within the predetermined range.Exemplary biometric information that may be monitored includes, but isnot limited to, heart rate, pulse rate, temperature, respiration,acceleration, skin resistivity, sweat, electrical impulses, positions ofbody parts (e.g., relative position of hands and feet), etc. Based onthis information, a computing device can determine the type of exercisethe user is performing, the length of time the user is performing theexercise, the level of fatigue of the user, etc.

In some embodiments, a retaining mechanism (e.g., a band or bracelet)may be provided at any suitable monitoring location, such as arms, legsor head of a user, to monitor movements and/or other biometrics of theuser. In some embodiments, a retaining mechanism may be provided foreach arm and/or each ankle of a user to monitor arm and/or leg positionduring exercise, golf, tennis, running, pushups, sit-ups, callisthenicexercise, weightlifting workouts (e.g., kettlebell workouts, etc.) etc.Such a system may be used, for example, to determine if the user hascorrect form during exercise, stride length during running, bodyposition during a golf or tennis swing, “hang time” during a basketballdunk, and the like. In some embodiments, bands or bracelets may beprovided for the torso, abdominals and/or the head of a user.

In some embodiments, a camera or other imaging device may be used withor without a band or bracelet to determine the biometric data and/ormovements of a user. In some embodiments the imaging device may bemounted on the user and/or be part of the mobile computing device. Insome embodiments, exercise equipment, such as a kettlebell, may beequipped with a monitor that may be used with or without an imagingdevice, band or a bracelet to determine biometric data of the user.

In one or more embodiments, an accelerometer may be provided within aretaining mechanism (e.g., a band or bracelet). The accelerometer may beemployed to measure acceleration during a golf, tennis, hockey or otherswing. Such acceleration information may be wirelessly transmitted to acomputing device such as a cellular telephone, personal digitalassistant or other portable device, and used to determine club, racquetor stick speed, club, racquet or stick velocity, swing tempo, or thelike. In some embodiments, such acceleration information may be adjustedto compensate for the affects of gravity. In some embodiments, theaccelerometer may be employed to measure acceleration during exercise,and the computing device may provide feedback to the user if theacceleration is within a range that may cause injury, or if theacceleration is outside of a predetermined range.

Software and/or one or more computer program products on the mobilecomputing device, such as a cellular telephone or other portable device,may be employed to calculate or otherwise determine any relevantinformation. A user can download the software using the internet,Bluetooth™, or any other suitable wireless protocol. A wireless or wiredprotocol may also be used to download software to the mobile computingdevice. The mobile computing device may store any information orsoftware on a tangible, computer readable medium.

FIG. 1 is a schematic diagram of an exemplary system 100 for sensing,collecting and/or monitoring biometric information from a user (notshown). The example system 100 includes a wearable band 102 having oneor more monitors or sensors (not shown) adapted to monitor or otherwisesense, for example, heart rate, pulse rate, temperature, respiration,acceleration, skin resistivity, or any other biometric information. Thewearable band 102 may (wirelessly) transmit the biometric information toone or more cellular telephones 104 a-b or other portable devices suchas personal digital assistants, MP3 players, portable video gameplayers, other portable computing devices, or the like. While twocellular telephones are shown in FIG. 1, it will be understood that anynumber of portable or mobile computing devices (e.g., 1, 2, 3, 4, 5,etc.), differing types of mobile computing devices, etc., may receivebiometric information from the band 102.

Each cellular telephone 104 a-b, or any other mobile computing devicereceiving information from the band 102, may be programmed to processthe biometric information received from the band 102 (e.g., for generalhealth monitoring, determining swing information, monitoring sleeppatterns, enhancing video game performance by affecting a video gamecharacter or characteristic based on the biometric information, etc.).

In some embodiments, the band 102 may be flexible, continuous, sealed,adjustable, and/or water resistant.

FIG. 2 is a schematic diagram of an alternative system 200 for sensing,collecting and/or monitoring biometric information from a user (notshown). In the embodiment of FIG. 2, four bands 102 a-d communicateinformation to a cellular telephone 104 (or other mobile computingdevice). For example, a user may employ a band 102 on each arm and eachankle, or multiple users may employ a band 102. Other numbers of bandsand/or portable computing devices may be used.

FIG. 3 illustrates an exemplary method 300 provided in accordance withthe present invention. In step 302, the video game begins. The videogame may include one or more aspects that are controlled by the user.The user may control the one or more aspects of the game based at leastin part upon their biometrics. In some embodiments, the user may controlthe actions of an avatar or character in the game using the user's realworld biometrics. In other words, by manipulating the user's own realworld biometrics (e.g., heart rate), the user may directly control oneor more parts/functions of the game and/or the user's avatar in thegame.

In step 304, the user may exercise. By exercising, the user maycontrol/manipulate and change his/her biometrics, and in turn controlthe avatar. As discussed above, biometric data may include heart rate,pulse rate, temperature, respiration, acceleration, skin resistivity,sweat, electrical impulses, position(s) of body parts (e.g., handsand/or feet), etc.

In step 306, one or more biometrics of the user are monitored by one ormore sensors coupled to the user (e.g., one or more bands 102 of FIG.1), exercise equipment, and/or a suitable imaging device.

In step 308, the monitored biometric(s), referred to herein as monitoredbiometric parameter(s) (MBP(s)) or just biometric parameters, arecommunicated to a mobile or portable computing device, such as a cellphone or PDA (e.g., cell phone 104 a and/or 104 b in FIG. 1). Each MBPmay be communicated to the mobile computing device using a wiredprotocol or wireless protocol such as Bluetooth™ or via the internet.

In step 310, the mobile computing device may determine informationrelating to the exercise the user is performing (e.g., the type of theexercise the user is performing, duration of exercise, frequency of theexercise, etc.) based on the received MBP. The user may move differentlyduring different exercises. If the user is wearing monitors on all fourappendages, the relative motions and/or distances between appendages maybe determined. For instance, during a pushup the user's hands and feetmay remain mostly stationary, while during jumping jacks the users handsand feet move away from each other, and then towards each other. Basedupon the relative motion and/or position of the appendages of the user,the mobile computing device may determine whether the user is performingjumping jacks or pushups. Thus, information relating to exercise may bedetermined by analyzing the relative positions and/or movements of theuser's body parts. Of course, the computing device may also determineany number of other parameters such as heart rate, pulse rate,temperature, respiration, acceleration, skin resistivity, sweat,electrical impulses, etc.

In step 312, the computing device may determine if an action should betaken in the video game based upon the user's MBP. For instance, byperforming a certain exercise (e.g., pushup, sit-up, jogging, pull-up,etc.), the avatar in the video game may perform an action (e.g., moveup, down, left, right, etc.). In some embodiments, the user may berequired to perform a certain amount of exercise, such as 10 pushups,before an action is performed in the video game. In some embodiments,the user must maintain his/her heart rate within a predetermined rangeor above/below a predetermined threshold before an action is performedin the game. In some embodiments, an exercise must be performed for apredetermined amount of time before an action is performed in the videogame. If the computing device determines no action should be taken, themethod returns to step 306 to repeat steps 306-312 (e.g., until thecomputing device determines an action should be taken in the video game,until a victory or fail condition is met in the video game, etc.). Notethat some game actions may involve direct control of the avatar'sactions (e.g., speed of the avatar, whether the avatar is standing orsitting, etc.) and some game actions may involve alteration of aspectsof the game itself (e.g., the size of an object, the slope of anincline).

In step 314, if the computing device determines in step 312 that anaction should be taken, the avatar performs an action in the video game(e.g., move the avatar, extend the life of the avatar, give the avataradditional powers, make the avatar larger and/or stronger, or otherwiseallow the avatar to perform better in the game) or the game itself isotherwise altered.

Steps 302-314 may then repeat (e.g., until the user stops video gameplay and/or exercise).

In some embodiments of the invention, a video game is provided thatmotivates a user to exercise harder, more vigorously, longer, within atarget range (e.g., within a defined heart rate or pulse-ox range), toachieve a fitness goal, to exercise more, faster, slower, or the like.The game is adapted to provide gamming entertainment to the user duringexercise so that the user may be distracted from the work of theexercise. As illustrated in FIG. 4A, in one exemplary video game 400,called “Boulder Push” or “BP”, an exerciser is provided with an avatar402 that may or may not look like the exerciser. In some embodiments,the exerciser may customize the appearance of the avatar 402 (e.g.,size, weight, clothing, gender, hair color, etc.). Further, exercise ofthe user may influence characteristics of the avatar (e.g., size,strength, stamina, etc.).

The video game 400 may start with the avatar 402 holding an object 404(e.g., a boulder) on or near an incline 406 (e.g., a hill). One or morebiometric parameters of the exerciser such as heart rate, pace, distancetravelled, number of steps, etc., may be monitored (e.g., via a wristband, chest strap, or the like, in communication with a game system suchas a mobile computing device, cellphone, PDA, etc.). As the MBP of theexerciser changes, the avatar 402 may begin causing the object 404 tomove up or down the incline 406. If the exerciser's MBP falls below apredetermined threshold, the movement of the object 404 up the incline406, for example, may begin to slow down or reverse, for example. If theexerciser's

MBP falls too low, the avatar 402 may lose control of the object 404which may roll backward toward and/or crush the avatar 402. In someembodiments, if the exerciser's MBP falls above a predeterminedthreshold or outside a target range, the object 404 may slow down, stoprolling and/or begin to roll down the incline 406. In some embodiments,if the MBP falls above a predetermined threshold, the avatar 402 mayreflect the fatigue of the exerciser by slowing down and/or by visuallysweating or panting. In this manner, the exerciser is motivated tomaintain his/her MBP within a desired range or to follow a definedpattern. A message (not shown) may flash on the video game screen and/orbe audibly presented advising the exerciser to speed up, slow down orotherwise alter his/her exercise. The MBP also may be displayed alongwith an indication of the target range or predefined threshold requiredby the game.

In some embodiments, video game play or aspects of the game itself maydynamically change such that the slope/terrain of the incline 406 and/orthe size/shape/type of the object 404 may change and may even beadjustable by the exerciser (e.g., by touching an input device such as acellular phone running the video game, based on user heart rate oranother biometric parameter, etc.). For instance, if the MBP is outsideof a given range, the object 404 may increase in size or the incline 406may become steeper. Sounds generated by the mobile computing device maybe used to indicate the changes or other aspects of the game.

In some embodiments, the exerciser may design the characteristics of theincline 406 prior to or during exercise. In some embodiments, predefinedincline 406 patterns may be selected that correspond to particularfitness or other goals. At the end or at some other milestone during anexercise routine, the avatar 402 may reach a summit of the incline 406,or roll the object 404 into one or more valleys. In some embodiments,the object 404 may roll down the other side of the incline 406 and crusha target such as trees, cars, a town, another player, or the like. Insome embodiments, the object 404 may, for example, plug a crater of avolcano that is about to erupt (e.g., and failure to plug the craterwithin a predetermined time period may cause the demise of the avatarand/or other elements of the video game).

In some embodiments, the video game 400 may contain several challengesto motivate the exerciser to exercise. For instance, the characteristicsof the incline 406 may change so that the exerciser has to control theavatar 402 to move the object 404 to the sides of the incline 406 (e.g.,left or right) and/or let the object 404 move downhill to avoidobstacles, such as dead ends along a path or rocks that block the pathof the avatar 402. Thus, the exerciser may control the avatar 402 toperform several different actions such as pushing the object 404 to theleft, pushing the object 404 to the right, pushing the object 404uphill, allowing the object 404 to move downhill, picking up the object404, throwing the object 404, smashing the object 404 into smallerpieces, etc.

The exerciser may need to perform different physical exercises in thereal world to control the avatar 402 to perform different actions in thegame world. For instance, the exerciser may need to jog or run in thereal world to cause the avatar 402 to push the object 404 up the incline406 in the game, but perform pushups to push the object 404 to the left,perform sit-ups to move the object 404 to the right and perform jumpingjacks to move the object 404 downhill. In some embodiments, theexerciser's MBP must stay within a desired range for a predeterminedamount of time, such as 10 seconds, before an action, such as pushingthe object 404, is performed. The actions of the avatar may becontrolled through any suitable MBP. In some embodiments, if theexerciser's heart rate is within a predetermined range, the avatar mayperform a specific action. Several ranges may be selected so thatdifferent heart rates correspond to different actions the avatar mayperform.

By having different exercises control different aspects of the videogame 400, the exerciser may be encouraged to have a well balanced workout. For instance, the exerciser may exercise several muscle groups(e.g., pectorals, triceps, quadriceps, abdominals, biceps, etc.) andalso use cardiovascular exercise to complete the video game.

In this manner a exerciser may have to complete one or more “circuits”to finish the video game or complete a level/portion of the video game.A circuit may be a combination of high-intensity aerobics and resistancetraining, for example. In some embodiments, a circuit is designed to beeasy to follow and target fat loss, muscle building and/or heartfitness. An exercise circuit is one completion of all prescribedexercises. When one circuit is complete, the exerciser may stopexercising, begin the first exercise again for another circuit or startan entirely different exercise routine or circuit. In some embodiments,the time between exercises in circuit training may be short, often withrapid movement to the next exercise. An exemplary circuit may include:

-   -   1. Arms—pull-up or push-up    -   2. Abs—sit ups    -   3. Legs—step ups    -   4. Arms—shoulder press    -   5. Abs—sit-ups or plank exercises    -   6. Legs—burpees

A burpee is a full body exercise used in strength training and asaerobic exercise. It is performed in several steps and starts from astanding position: 1) the user drops into a squat position with theirhands on the floor in front of them, 2) the user kicks their feet back,while simultaneously lowering themselves into a pushup 3) the userimmediately returns their feet to the squat position, whilesimultaneously pushing up with their arms and 4) the user leaps up ashigh as possible from the squat position with their arms overhead. Insome embodiments, more or fewer exercises may be used in a circuit. Forinstance, a user may be required to jog between different exercises.

As discussed above, the exerciser may be required to complete one ormore circuits to finish the video game 400. Each exercise of the circuitmay correspond to a different action of the avatar 402. For instance,sit-ups may correspond to pushing the object 404 uphill, while push-upsmay correspond to pushing the object 404 to the left and so forth. Theexerciser may be presented with several challenges or obstacles thatrequire the avatar 402 to perform different actions, which in turncorrespond to different exercises the exerciser must perform. Thus, thechallenges or obstacles in the video game 400 may be selected such thatthe exerciser completes all of the exercises in a circuit, or severalcircuits, to finish the video game 400 or complete a level of the videogame 400.

In some embodiments, the computing device used to execute the video game400 may be portable and may be transported by the exerciser duringexercise. Thus, the exerciser may not necessarily be tied to a specificlocation during video game play. For instance, the exerciser may berequired to do pushups at a first location, and then jog a predetermineddistance away from the first location and arrive at a second location.The exerciser may then be required to perform another exercise at thesecond location and then jog another predetermined distance away andarrive at a third location. The exerciser may then perform anotherexercise at the third location. This may repeat until the game iscompleted. Accordingly, the exerciser is not tied to a specific locationduring game play. For instance, a exerciser may play the video game 400outside of his/her home at any number of locations (e.g., park, track,gym, etc.), and transport the computing device during exercise.

Multiplayer embodiments may be employed in which the avatars of playerscompete against one another or work together to move an object. Forexample, FIG. 4B illustrates a first avatar 402 a and a second avatar402 b competitively rolling a single object 404 up and over a incline406 at each other. In other embodiments, each avatar may roll adifferent object up the same (or a different) incline or toward anotheravatar or avatar's object (e.g., to block the other avatar's progress).Any number of players and/or avatars may be employed including multipleavatars for each user.

In some embodiments, different users can network their devices togethervia the internet. The users' computing devices may be connected to aserver, or directly to each other. Any wired or wireless protocol may beused to connect the users' computing devices for multiplayer game play.

Any software discussed in this application may be implemented on acomputing device or system, and saved onto a tangible, computer readablemedium of the computing device or system.

In some embodiments, the object 404 may grow in size and/or weight as itrolls up the incline 406 (e.g., if the incline is snow covered).Alternatively, the object may erode or otherwise shrink in size and/orweight as it rolls up the incline 406.

While the present invention has been described primarily with regardingto video games operating on portable computing devices such as cellulartelephones, PDAs, MP3 players, tablet computers, etc., it will beunderstood that other computing devices may be employed for similarexercise-controlled video game play such as desktop computers,non-portable video game players, etc.

Any methods or processes described herein may be implemented in softwareas a computer program product. Each computer program product may becarried by a medium readable by a computer (e.g., a carrier wave signal,a floppy disc, a hard drive, a random access memory, etc.).

Accordingly, while the present invention has been disclosed inconnection with the exemplary embodiments thereof, it should beunderstood that other embodiments may fall within the spirit and scopeof the invention, as defined by the following claims.

What is claimed is:
 1. A system for playing a video game comprising: oneor more sensors adapted to monitor one or more biometric parameters of auser and communicate the one or more monitored biometric parameters(MBPs); a computing device adapted to communicate with the one or moresensors and to receive the one or more communicated MBPs; and a videogame having an avatar adapted to move an object, the video game adaptedto execute on the computing device, wherein the video game is adapted tocontrol the avatar to perform an action in the video game based in parton the received one or more communicated MBPs; and wherein the computingdevice is adapted to be transported during execution of the video game.2. The system of claim 1, wherein the video game is further adapted to:determine a type of exercise the user is performing based in part uponthe one or more communicated MBP; and control the avatar to perform theaction based in part upon the type of exercise the user is performing.3. The system of claim 1, wherein the video game is adapted such that tocomplete the video game, the user must perform one or more circuits ofexercise.
 4. The system of claim 1, wherein the video game is adaptedsuch that to play the video game, the user must perform one or moretypes of exercise.
 5. The system of claim 1, wherein the avatar performsthe action in the video game in response to the user performingexercises specified by the video game.
 6. The system of claim 1, whereinthe avatar performs the action in the video game in response to the userperforming exercises at a predefined rate and the one or more sensorscommunicates one or more corresponding MBPs that indicate the user isperforming exercises at a predefined rate.
 7. A video game operable on acomputing device that communicates with one or more sensors that monitorone or more biometric parameters of an exerciser, the video gamecomprising: an avatar adapted to move an object, the video game adaptedto control the avatar to perform an action relating to moving the objectbased in part on one or more biometric parameters communicated from theone or more sensors to the computing device; wherein the computingdevice is adapted to be transported during execution of the video game;wherein the video game is further adapted to: determine a type ofexercise the user is performing based in part upon the one or morecommunicated biometric parameter; and control the avatar to perform theaction based in part upon the type of exercise the user is performing.8. The video game of claim 7, wherein the video game is adapted suchthat to play the video game, the user must perform one or more types oramounts of exercise.
 9. The video game of claim 7, wherein the avatarperforms the action in the video game in response to the user performingexercises specified by the video game.
 10. The video game of claim 7,wherein the avatar fails at performing the action in the video game inresponse to the user failing to perform exercises specified by the videogame.
 11. The video game of claim 7, wherein the a representation of theavatar in the video game includes a representation of effort to performthe action that corresponds to user effort to perform exercise requiredby the game as sensed by the one or more sensors.
 12. The video game ofclaim 7, wherein the video game is adapted such that play of the game bythe user can be controlled entirely via performing exercise.
 13. Thevideo game of claim 7, wherein the video game is adapted such that playof the game by the user can be performed while the user continuallychanges location.
 14. The video game of claim 7, wherein the avatar inthe video game performs actions that are responsive to changes in theMBPs of the user.
 15. A method comprising: providing a video game on acomputing device, the video game having an avatar that controls anobject; employing the computing device to receive one or more biometricparameters of an exerciser; and selecting an action relating tocontrolling the object based in part on one or more biometric parametersreceived by the computing device; wherein the computing device isadapted to be transported during execution of the video game; whereinthe video game is further adapted to: determine a type of exercise theuser is performing based in part upon the one or more communicatedbiometric parameter; and control the avatar to perform the action basedin part upon the type of exercise the user is performing.
 16. The methodof claim 15, wherein the video game is adapted such that to complete thevideo game, the user must perform one or more circuits of exercise. 17.The method of claim 15, wherein the video game is adapted such that toplay the video game, the user must perform one or more types ofexercise.
 18. The method of claim 15, wherein the avatar performs theaction in the video game in response to the user performing exercisesspecified by the video game, and wherein the avatar fails at performingthe action in the video game in response to the user failing to performexercises specified by the video game.
 19. The method of claim 15,wherein the a representation of the avatar in the video game includes arepresentation of effort to perform the action that corresponds to usereffort to perform exercise required by the game as sensed by the one ormore sensors.
 20. The method of claim 15, wherein the video game isadapted such that play of the game by the user can be controlledentirely via performing exercise.